Age | Commit message (Collapse) | Author |
|
This flag is removed for a few reasons:
* Engines universally set this flag to true for widths > 320,
which made it redundant everywhere;
* This flag functioned primarily as a "force 1x scaler" flag,
since its behaviour was almost completely undocumented and users
would need to figure out that they'd need an explicit non-default
scaler set to get a scaler to operate at widths > 320;
* (Most importantly) engines should not be in the business of
deciding how the backend may choose to render its virtual screen.
The choice of rendering behaviour belongs to the user, and the
backend, in that order.
A nearby future commit restores the default1x scaler behaviour in
the SDL backend code for the moment, but in the future it is my
hope that there will be a better configuration UI to allow users
to specify how they want scaling to work for high resolutions.
|
|
Added it into hasFeature() of all engines which returned `true` in
simpleSaveNames() before.
As mentioned in #788, SCI is not always using simple names, so it
doesn't have such feature now.
|
|
Engines with "simple" savenames would support "Run in background" in
save/load dialog and gradual save slots unlocking. Other engines
save/load feature would be locked until save sync is over.
|
|
|
|
|
|
"PC" was very ambiguous and now it matches what we show in the GUI.
This also corrects sword2's platform to Windows.
|
|
All instances uncovered by clang warnings.
|
|
We no longer detect the sword2 files inside the "clusters" folder.
Also, we now correctly distinguish between the full and the demo
version of the game
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Safer and less portability issues.
|
|
|
|
|
|
This also removes the dependency of engines on the event recorder header
and API, and will make it easier to RandomSources that are not properly
registered.
|
|
|
|
Some backends may break as I only compiled SDL
|
|
|
|
Removed some of the debug code that has never ever been enabled for as
long as this engine has been in ScummVM.
svn-id: r53998
|
|
Removed a bunch of pause-related code which I either can't remember why
it's there, or which doesn't seem to serve any useful purpose. Most
things I've tried seem to work as well or better than before.
svn-id: r53997
|
|
svn-id: r52825
|
|
svn-id: r52823
|
|
Broken Sword 2's options dialog allows you to mute any of speech, sound
and sound effects, whereas ScummVM's options dialog just has one
"master" mute setting. This is an attempt to keep them better in sync,
though it's not perfect. Still, it may be good enough to fix bug
#3032763 ("SWORD2: Mute setting does not work").
svn-id: r51218
|
|
* Remove _isAttached member var and isAttached method
* Engines now always call the onFrame method; whether it does
something is decided by the debugger class resp. its subclasses
* Make detach() protected instead of private, so that subclasses
can invoke it
* Remove _detach_now member var (call detach() instead).
* Rename _frame_countdown to _frameCountdown and properly
document it.
* Add more doxygen comments
* Cleanup
svn-id: r50963
|
|
These functions are only used internally be Engine subclasses, and
by moving them to a separate header we can reduce indirect header
dependencies.
svn-id: r48934
|
|
This greatly reduces indirect dependencies on several header files
from common.
svn-id: r48933
|
|
svn-id: r48287
|
|
engines + GUI and proper keypad handling
svn-id: r48101
|
|
svn-id: r46951
|
|
solution proposed in "Case agnostic handling for directories (and files)" on -devel.
svn-id: r44266
|
|
common/EventRecorder.[h/cpp]).
svn-id: r42751
|
|
svn-id: r41274
|
|
char pointers)
svn-id: r41000
|
|
between full and demo version at the time of adding the game
svn-id: r40937
|
|
svn-id: r40867
|
|
svn-id: r40346
|
|
svn-id: r39977
|
|
svn-id: r39896
|
|
or psx version is run
svn-id: r39417
|
|
the meaning of the returned string, as discussed some time ago in scummvm-devel
svn-id: r39132
|
|
svn-id: r39003
|
|
- Support for the MPEG2 videos in BS1/2 has been dropped. The MPEG2 videos were lossy, and support for them complicated the code a lot.
- Support for the non-existing enhanced MPEG cutscene packs for BS1 has been dropped. As a consequence, the credits player and the splitted audio stream players used for these packs has been removed
- The original Smacker videos for both games are now supported, using our Smacker player (which is based off publically available specs and FFMPEG)
- The animations now use the common video player code. Both the Smacker videos and our DXA video packs are supported
svn-id: r38236
|
|
optional, and enable only for game engines where subtitles settings are synced.
svn-id: r36237
|
|
because of strange rumors about the credits running spontaneously every few
minutes. I don't know if this is a temporary or permanent measure.
svn-id: r36155
|
|
svn-id: r35648
|
|
svn-id: r35062
|
|
bring up the GUI, which has its own cursor. (This fixes the cursor disappearing
when pausing on one of the engine's own dialog windows.)
svn-id: r34977
|